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Worlds of Design: Games vs. Novels - Part 2
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<blockquote data-quote="Neonchameleon" data-source="post: 8309222" data-attributes="member: 87792"><p>Oh, I forgot to mention the other key story mechanic done best IME by Apocalypse World, pretty well by Fate and Sentinels Heroes... and terribly by D&D. Stories are about change - and character growth. </p><p></p><p>D&D is terrible here because the overwhelming majority of mechanical character growth is linear - you level up in your class from fighter 1 towards fighter 20 with almost all fighters on the same track, getting steadily more powerful in the same way. Yes you have more than cookie cutter character growth in D&D characters, but this comes from the players, almost entirely unsupported by the system. And there aren't even lingering wounds - just some pretty straight tracks that few veer off for narrative reasons. (3.X style builds with prestige classes are even worse as the straightjacket is tighter and planned in advance with far more specific twists - and yes I know multiclassing exists, although it's too big to feel organic) </p><p></p><p>Skill/point systems are better because you can spend your XP in response to what you do. A thief with a sideline as a mechanic might, to think of a recent PC, find themselves the only mechanic and end up as an expert in alien tech when that was something they only planned to do to get hired by the next suckers. Genuine character growth, mechanically reflected and supported and that happened point by point. </p><p></p><p>Better yet are Fate and other games including Sentinels Heroes. There you get skill style growth but also to change important things about yourself in, for example your aspects. You may be seeking revenge - what if you find it? Your character has changed and you need new aspects. And this has narrative weight meaning you are now no longer who you were. </p><p></p><p>Finally there is Apocalypse World in which your playbook (class) is your place in the game. And there are two ways you may change it mechanically; either levelling up enough to find a new place in the world or being left for dead.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8309222, member: 87792"] Oh, I forgot to mention the other key story mechanic done best IME by Apocalypse World, pretty well by Fate and Sentinels Heroes... and terribly by D&D. Stories are about change - and character growth. D&D is terrible here because the overwhelming majority of mechanical character growth is linear - you level up in your class from fighter 1 towards fighter 20 with almost all fighters on the same track, getting steadily more powerful in the same way. Yes you have more than cookie cutter character growth in D&D characters, but this comes from the players, almost entirely unsupported by the system. And there aren't even lingering wounds - just some pretty straight tracks that few veer off for narrative reasons. (3.X style builds with prestige classes are even worse as the straightjacket is tighter and planned in advance with far more specific twists - and yes I know multiclassing exists, although it's too big to feel organic) Skill/point systems are better because you can spend your XP in response to what you do. A thief with a sideline as a mechanic might, to think of a recent PC, find themselves the only mechanic and end up as an expert in alien tech when that was something they only planned to do to get hired by the next suckers. Genuine character growth, mechanically reflected and supported and that happened point by point. Better yet are Fate and other games including Sentinels Heroes. There you get skill style growth but also to change important things about yourself in, for example your aspects. You may be seeking revenge - what if you find it? Your character has changed and you need new aspects. And this has narrative weight meaning you are now no longer who you were. Finally there is Apocalypse World in which your playbook (class) is your place in the game. And there are two ways you may change it mechanically; either levelling up enough to find a new place in the world or being left for dead. [/QUOTE]
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